A new era is dawning on the galaxy. The progress of technology has never been more rapid. The wealth of civilizations has never been as great. The weapons of war have never been more advanced. It is an era where wars are fought with millions, an era where untold billions of raw materials are needed every day just to keep the maws of industry running. With reliable, cheap FTL, widespread terraforming and sheer numbers and determination, no place remains out of reach for life. New galactic civilizations rise every day, thousands of species making their mark on the void.
But one specific civilization of these is of interest to you. Spreading outwards from its out-of-place home system, these beings seem deadset on becoming the next masters of the stars... or burning themselves out and being damned to a footnote in galactic history. Their final fate remains to be seen.
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Grand strategy in a scifi setting of your partial devising! But before you get any false hopes up; this isn't a multiplayer game per se, though it has multiplayer elements. As much as I'd like to do it, managing another YaK IN SPACE isn't my dream job. That said, this isn't all that different from YaK. While there is no ruler-player, the ruler's actions being based on suggestions instead, I welcome RP and characters, and it will be possible to claim representatives of Disunifying Powers within a civ - but more on those later.
And yes, I do have 2-3 other games I should be running right now, but I'm afraid I can't. My main comp is busted, and until I get a new one and somehow fish the files out of the old, I can't update any of them.
Simple and foolproof! There are turns. Each year is split into four 'seasons', and these seasons are your basic turns. In these turns, your commands will go towards handling the civilization, exploring, conquering, building, colonizing, researching and most importantly, resolving whatever problems your race(s) might face. These problems will usually be heavily story-driven, and perhaps feature changing characters! Undecided on that at the moment!
As to your second question, ah, not really! I will take care of most stats and maths for you, but I'd appreciate players who can still count. It is probable the lot you are better in maths fu than me, so feel free to chime in when I make a particularly glaring error somewhere. You don't need to understand the system at all, but parts of it are included below for your amusement.
The scale of wars in the game is massive. Whether this was a purposeful design choice by me or herpaderping during making combat systems is up to you. A single point of damage results in the deaths of 10 000 men, and full unit 100 000 soldiers. So be prepared to write a lot of letters home.
Both naval and land combat is ran according to my Grand Strategy system, though somewhat modified. It goes; both sides roll Battle Rolls, their dice based on their numbers and whatever bonii or penalties they might carry. Both sides always get 1 attack, but depending on how many times he surpasses the other's roll, the winner gets extra attacks. A 6 vs 3 result would mean 4 attacks for the first side, 1 attack for the second. Every attack deals both physical damage (the 10 000's) and morale damage. Quality of troops affect their damage dice.
Naval combat is slightly different, in that 1 point of damage corresponds to 1 ship.
When going to war, you can raise as many soldiers as your Recruitment Rate and Unity allow. A recruitment rate of 10% would mean 10% of your useable population being mustered. Lack of Unity also may lower your eventual force, representing Disunifying Powers working against your recruitment campaigns and drafts in their own areas of influence. Your fleet sizes are also affected by your Unity.
Barring special cases, your income is determined by the population of your worlds times the Industrial Capacity of your worlds. For example, a planet of 50 million people with an Industrial Capacity of x7 would provide you with 350* seasonly income.
Your industry needs Resources to work. If there is a shortage, they do not perform at full efficiency and provide less income.
Lack of Unity lowers your total income, representing Disunifying Powers working against you and pocketing their own shares of the fruits of industry.
Income is, unsurprisingly, used for all manner of things, from armies to colonization and research.
Unity and Disunifying Powers, namedropped in nearly all of the above spoilers, is an important representation of the total centralization and, well, unity, of your civilization. High Unity allows for larger armies and more state income, but is usually the sign of a dictatorship and closed society. Perfect Unity is not possible to attain, save for very exceptional times. While democratic, free civilizations have low Unity and thus more or greater Disunifying Powers, they are not objectively worse than high Unity realms. Democratic Disunifying Powers usually wield 'soft' power, and are easy to sway to your side. In a high-Unity civilization, any Disunifying Power is a severe threat to internal stability - civil wars and coups are much more common.
Every civilization in the game has its share of Disunifying Powers with varying amounts of power. These aren't necessarily hostile to the ruler, but have interests that may clash with them. Different means, from small concessions to negotiation, or simply military crackdown, can be used to lower their opposition. These Powers can be claimed by players, who will then take control of a representative of the Power and be able to partially control the sphere of influence of that power and work towards their interest in the ruler's government.
Civilization Application!
Race Name:Race Description: (Physical and mental - humans can be taken, but not already existing fictional races)
Civilization Name (if separate from race):
Capital Name: (name of capital world)
Form of Government: (Aaanything you'd want. More democratic societies may have less Unity, but they make up for it in other ways. For centralized dictatorships, however, any loss of Unity might be a full-blown rebellion.)
Civilization Description: (Description of society, culture, history, etc. This is most important, as it will determine the majority of your starting situation. It would be helpful if you included a few suggestions for Disunifying Powers here.)
Civilization Traits: (see below, pick 0-2. You can also suggest custom traits.)
Ruler Name:Ruler Description:Ruler Bio:MILITARY TRAITS
Offensive Traditions (Larger starting military, increased offensive traits)
Defensive Traditions (Extensive starting planetary/system fortifications, increased defensive traits)
Military Honour (Increased commander quality)
Militaristic Culture (+10% starting recruitment rate)
Naval Focus (Increased starting fleet size)
Army Focus (Increased starting land forces size)
CULTURE TRAITS
Ideological Zealots (+10% Unity, decreased opposition to external war)
Xenophiliac (Increased external diplomacy, increased oppositon to external war)
Industrial Focus (+20% starting economy)
Stable Culture (+20% Unity)
Free Society (-30% Unity, increased starting economy, increased diplomacy)
Closed Society (+30% Unity, increased military size)
Fast Population Growth (+1.0% population growth every year)
Claimed Disunifying Powers1. Locked!
2. Locked!
3. Locked!
4. Locked!
5...
After the civilization has been chosen, players may claim and create representatives of Disunifying Powers, or claim specific military commanders to control. I will occasionally often run subplots of your own for these people. Players can also simply create various characters associated with the government for RP and funtimes, plus elaborating on their suggestions.I will be glad to answer the many questions you might have.